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/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Shader.h>
#include <LibSoftGPU/ShaderProcessor.h>
namespace SoftGPU {
using AK::SIMD::f32x4;
void ShaderProcessor::execute(PixelQuad& quad, Shader const& shader)
{
auto& instructions = shader.instructions();
for (size_t program_counter = 0; program_counter < instructions.size(); ++program_counter) {
auto instruction = instructions[program_counter];
switch (instruction.operation) {
case Opcode::Input:
op_input(quad, instruction.arguments);
break;
case Opcode::Output:
op_output(quad, instruction.arguments);
break;
case Opcode::Sample2D:
op_sample2d(instruction.arguments);
break;
case Opcode::Swizzle:
op_swizzle(instruction.arguments);
break;
case Opcode::Add:
op_add(instruction.arguments);
break;
case Opcode::Sub:
op_sub(instruction.arguments);
break;
case Opcode::Mul:
op_mul(instruction.arguments);
break;
case Opcode::Div:
op_div(instruction.arguments);
break;
default:
VERIFY_NOT_REACHED();
}
}
}
void ShaderProcessor::op_input(PixelQuad const& quad, Instruction::Arguments arguments)
{
set_register(arguments.input.target_register, quad.get_input_float(arguments.input.input_index));
set_register(arguments.input.target_register + 1, quad.get_input_float(arguments.input.input_index + 1));
set_register(arguments.input.target_register + 2, quad.get_input_float(arguments.input.input_index + 2));
set_register(arguments.input.target_register + 3, quad.get_input_float(arguments.input.input_index + 3));
}
void ShaderProcessor::op_output(PixelQuad& quad, Instruction::Arguments arguments)
{
quad.set_output(arguments.output.output_index, get_register(arguments.output.source_register));
quad.set_output(arguments.output.output_index + 1, get_register(arguments.output.source_register + 1));
quad.set_output(arguments.output.output_index + 2, get_register(arguments.output.source_register + 2));
quad.set_output(arguments.output.output_index + 3, get_register(arguments.output.source_register + 3));
}
void ShaderProcessor::op_sample2d(Instruction::Arguments arguments)
{
Vector2<AK::SIMD::f32x4> coordinates = {
get_register(arguments.sample.coordinates_register),
get_register(arguments.sample.coordinates_register + 1),
};
auto sample = m_samplers[arguments.sample.sampler_index].sample_2d(coordinates);
set_register(arguments.sample.target_register, sample.x());
set_register(arguments.sample.target_register + 1, sample.y());
set_register(arguments.sample.target_register + 2, sample.z());
set_register(arguments.sample.target_register + 3, sample.w());
}
void ShaderProcessor::op_swizzle(Instruction::Arguments arguments)
{
f32x4 inputs[] {
get_register(arguments.swizzle.source_register),
get_register(arguments.swizzle.source_register + 1),
get_register(arguments.swizzle.source_register + 2),
get_register(arguments.swizzle.source_register + 3)
};
set_register(arguments.swizzle.target_register, inputs[swizzle_index(arguments.swizzle.pattern, 0)]);
set_register(arguments.swizzle.target_register + 1, inputs[swizzle_index(arguments.swizzle.pattern, 1)]);
set_register(arguments.swizzle.target_register + 2, inputs[swizzle_index(arguments.swizzle.pattern, 2)]);
set_register(arguments.swizzle.target_register + 3, inputs[swizzle_index(arguments.swizzle.pattern, 3)]);
}
#define SHADER_BINOP(NAME, OP) \
void ShaderProcessor::op_##NAME(Instruction::Arguments arguments) \
{ \
auto const target = arguments.binop.target_register; \
auto const source1 = arguments.binop.source_register1; \
auto const source2 = arguments.binop.source_register2; \
set_register(target, get_register(source1) OP get_register(source2)); \
set_register(target + 1, get_register(source1 + 1) OP get_register(source2 + 1)); \
set_register(target + 2, get_register(source1 + 2) OP get_register(source2 + 2)); \
set_register(target + 3, get_register(source1 + 3) OP get_register(source2 + 3)); \
}
SHADER_BINOP(add, +)
SHADER_BINOP(sub, -)
SHADER_BINOP(mul, *)
SHADER_BINOP(div, /)
#undef SHADER_BINOP
}
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